Next-generation Game Techniques in XSI
Easily learn game development techniques and how to implement the powerful features of XSI for next-generation game development with over 3.5 hours of project-driven training. Software required: XSI 5.1.1 Foundation, C++ Compiler. XSI Essentials and higher is recommended for several lessons.
What you'll learn
Easily learn game development techniques and how to implement the powerful features of XSI for next-generation game development with over 3.5 hours of project-driven training. Perfect for beginning and intermediate artists. Popular highlights include: Normal Maps; Occlusion Maps; Depth Maps; UV Layout; Implementing Ultimapper; Painting Textures in Photoshop; Baking Indirect Lighting and Shadows into Texture Maps; Game-Friendly Animation Rigs; Adjusting Envelope Weights; Walk Cycle Animation; Exporting Game Assets to OGRE; C++ Programming; Real-time Normal Mapping; Real-time Parallax Mapping; Polygon Reduction Tool, and more. Software required: XSI 5.1.1 Foundation, C++ Compiler. XSI Essentials and higher is recommended for several lessons.
Table of contents
- Looking at the High-resolution and Low-resolution Models 8m
- Starting the UV Layout in Softimage 10m
- Finishing the UV Layout 10m
- Generating Normal Maps and Occlusion Maps 15m
- Painting Textures in Photoshop (Part 1) 12m
- Painting Textures in Photoshop (Part 2) 11m
- Painting Textures in Photoshop (Part 3) 17m
- Using the Biped Guide in Softimage to Create a Rig 7m
- Adjusting the Character's Envelope Weights on the Skeleton 12m
- Creating a Walk Cycle Animation (Part 1) 10m
- Creating a Walk Cycle Animation (Part 2) 8m
- Baking Down the Animation to the Skeleton 8m
- Exporting the Ogre Mesh and Skeleton 8m
- Setting up the C++ Development Environment 6m
- Building a Basic Ogre Application Using a Pre-existing Framework 11m
- Copying Libraries and Media Files 7m
- Loading the Exported Character into the Application 5m
- Implementing a Frame Listener in Order to Properly Update Our Program 5m
- Applying the Animation and Texture to Our Character 8m
- Tweaking the Shaders and Applying the Normal Map to Our Character 9m
- Adding a Light to Our Scene and Making It Revolve Around the Character 7m
- Building Tangent Data on the Mesh to Get the Shader to Work Properly 5m
- Implementing the Parallax Shader on the Floor Surface 10m